Showing posts with label Pulp Alley. Show all posts
Showing posts with label Pulp Alley. Show all posts

Sunday, November 3, 2019

Pulp Alley: Shootout at the Docks

The Rebel players in Joel's Junta & Pulp Alley mashup - Keith, Bruce, and Brian
We hadn't played Pulp Alley in what seemed like forever. So, when Joel volunteered to run it last Sunday, I knew we would need a refresher. I read through the "Quick Start" guide to get the basics down in my head, again. I passed along these to the other players -- especially the two brand new ones -- and felt like I was semi-ready to play. The Pulp Alley rules use some very clever mechanisms that go beyond the basic move/shoot/melee types of rules.
Brian's Rebel Peasants came charging in from the jungle countryside to enter the fray
Years ago, I had run our group's initial campaign following the adventures of Dakota Smith in SE Asia in the interwar years. It was a lot of fun, so I was happy to get a chance to play when Joel picked it up, albeit with different characters. Joel's Pulp Alley world was a very clever combination of the old Junta boardgame and Pulp Alley. Each player was one of the factions from the boardgame - I was the University Faculty, Allen was the Black Marketeers, Keith was the 3rd Brigade, and so on. He had also given us our alliances, Rebel vs. Loyalist.


Allen's Black Marketeers leader (in black, of course!) and Sidekick race to engage the 3rd Brigade
Unfortunately, with five players and Joel GMing that meant only Allen and I were present from the Loyalist faction. Add in the fact that both Keith's faction, and the Peasants that Brian would be playing had a "league ability" that gave them extra troops, we knew we'd be outnumbered. The rebel faction that Bruce would be playing (the Church), was a "normal" league for our games, consisting of a Leader, Sidekick, and Ally. I didn't realize till the end we were outnumbered 18 to 6, but hey, who said life in a Banana Republic was fair?

One of the features of Pulp Alley is the use of "plot points" (one major, four minor in our game), which act as the victory points for theses games. Most of the minor plot points were spread throughout the warehouses in the docks district. As a real twist, Joel made the Leader of the Church faction the major plot point. He also placed him in our midst, far away from his own league and those of his Peasant and 3rd Brigade allies.
The Church and 3rd Brigade tack refuge among the shipping containers as they close in on an objective
Allen and I planned to jump on his quickly, hopefully knock him out, and meanwhile send the rest of our forces to spread out and snag the minor plot points. Fortunately for Bruce, he won the Initiative and his leader (who had a special ability that made him faster) quickly skedaddled and disappeared among the shipping containers. I took that as a change of plans, and spread out to seize three of the four minor objectives (each worth one VP, while the major was 3 VP). If I could get those, and Allen snagged the remaining one on his side of the board, we'd eke out a victory.

That's about when the shooting started. My Sidekick, Professor Emilia, is a handy shot with a gun - as is my leader, Professor Duarte. Our graduate assistant doesn't believe in guns, so has no shooting ability. I gave him the device our "Bastion of Science" league ability grants us that allows him to automatically solve a plot point when adjacent. Within two turns, both the grad assistant and Duarte had seized minor plot points. Emilia decided to be overwatch instead, and gunned down the first unlucky rebel of 3rd Brigade who came within her line of sight.
Allen's Black Marketeers & Keith's Rebel 3rd Brigade mixed it up in the center of the table with grenades, guns, and fists
Allen sent his Ally to the corner of the table furthest from our enemies to snag the third plot point. His leader and sidekick dashed towards the center and began to mix it up with Keith's 3rd Brigade, and an occasional minion of the Church who popped up. It was a back and forth battle that had the effect of stymieing each from accomplishing anything else. Meanwhile, Bruce concentrated most of his league into picking up the fourth minor plot point. There was nothing I could do that didn't seem suicidal, so I began to move back towards the waterfront, taking cover behind crates, containers, and a fountain along the way.

My University Faculty moved towards the water with our plot points, taking cover and firing on the rebels all the while
A surprising development occurred when the entire Peasant force made a beeline for the corner where Allen's Ally had thought to easily snatch up the plot point there. One feature of Pulp Alley that is unique, and takes some getting used to using effectively, are the Fortune Cards. These allow you to spring traps on other players, cause them to move less, be out of ammo, etc. With three players on the Rebel side, and only two on the Loyalist side, we were at a disadvantage in these. Still, things looked pretty much in hand until Brian's peasant gunned down Allen's ally, giving them a clear road to the the fourth plot point. We got a bonus when Bruce's minor plot point he'd snatched up turned out to be a Red Herring (0 VP).

Brian's Rebel Peasants begin to make a run for the crucial final plot point
I saw the danger developing, and all three of my characters began rushing for that side of the board. On the final turn, both my Duarte and Emilia got in good shots at Brian's sidekick, who was looking to give them the clear win by securing the third minor plot point. He was wounded, and when he activated, we played the nastiest trap we could on him. Brian needed to roll three six-sided dice, all with 4's or higher for them to win. Otherwise, we would secure a tie. Luck was not with the University Faculty and Black Marketeers that night as Brian succeeded (12.5% chance?).
The climactic final scene as Professors Emilia (yellow) and Duarte (green jacket with gray hat) try to prevent the Peasants from seizing the final minor plot point
It was fun to play Pulp Alley again, though. I thought the Loyalists (particularly the University Faculty) did a good job, despite being outnumbered. We almost held them off and secured a tie -- despite the fact after the first turn we had very little chance of wresting the major plot point from them. It just goes to show you...there is never a "dole" time in the Banana Republic!

Tuesday, July 26, 2016

Pulp Alley, Junta style!

    Allen (Black Marketeers) moves his SUV towards the radio station, while Tom (Political Refugees) and Keith (3rd Brigade) look on skeptically
One of our regular Sunday gaming group, Joel, is know for crafting oddball scenarios for miniature gaming. He correctly decided that it was high time we played Pulp Alley again (Dakota Smith seems so long ago...), but gave it a twist. He set his campaign in the world of the boardgame Junta. Each of us would play a faction from an anonymous South American republic in the game. Mike S controlled the minions of the Minister of Internal Security, Keith some flunkeys from the 3rd Brigade, Allen had a group of Black Marketeers, Tom had nefarious Political Refugees, and I controlled the University Faculty.

    The University Faculty faction sprints for the radio station, with their way blocked by a less-than-effective Psychotic Assassin
Here was Joel's setup email to us:
Subject: Pulp Alley - Junta
Location: Third World Banana Republic
Teams:  Rebel or Loyal (hidden agenda) 

Situation:  El Presidenta is opposed by a weak divided Chamber of Deputies, and a court system missing too many judges to be effective.  El Presidenta has increasingly gone beyond the boundaries of the Constitution, which brings howls from opposition (but nothing else).  El Presidenta has a not-too-secret offshore island detention center which houses people without charges or hearings.  Election time approaches, and it looks like friendly associates will be elected. Enter the Rebels.  Major Punto de Trama (major plot point) has occupied the radio station W.Z.A.P. and is broadcasting  a cycle of propaganda, a call to arms, and Slim Whitman music.  Players are to search the area, secure the radio station, and round up suspected rebels.

Leagues & their Perks-

Black Marketers: Network of Supporters
University Faculty: Bastion of Science
Political Refugees: Nefarious
Ministry of Security: Stealthy Agents
3rd Brigade: Mastermind

    The Black Marketeers leap from the SUV and prepare to enter the radio station
Setup: The radio station sits in a jungle clearing north of town.  The major plot point is a rebel Major de Trama, in control of the station.  Minor plot points are gold coins ('pay roll'), weapon cache, psychotic assassin (list of names in pocket), and the bomb at the base of the radio tower.  Players are to clear the station in six turns, or less, or the Navy gunboat S.S. Pueblo will begin to opening fire. 

Play will open with a roll d10 for scenario set up -
Choose groups- secretly assign rebel/loyal (50% mix).

    The Grad student investigates a suspicious box underneath a dead horse, Prof. Emilia prepares to chase down the Psychotic Assassin, while Duarte cleverly keeps close to cover in case any stray bullets come his way
We were playing the "large group" league variant with a Leader, Sidekick, and Ally. My Leader was Professor Duarte, along with his surprisingly combative colleague, Professoressa Emilia. They were assisted by a grad student who opposed guns ("Animal" ability -- no Shooting). We quickly sprinted towards the radio station when we saw the Black Marketeers careering wildly that way in their SUV. A former student of Duarte's had been hiding in the back seat and quickly changed sides to ours when he saw his beloved teachers (a Fortune card gave me control of a Level 1 Backup, which had to be placed in contact with another player's character). Although the student never accomplished much, he certainly made the other factions wonder whether to attack him and risk my faction's ire, or leave him alone.

    The Black Marketeers seize the SUV, and then ponder what to do next
The lady professor immediately charged the Psychotic Assassin and landed two solid blows that would have knocked out a lesser man. He did try to flee, but Emilia caught him and finally knocked him out. The grad student investigated a box poorly hidden underneath a dead horse and found the payroll for some government organization. Duarte assured him it was doubtless meant for the university, and he should bring it along. Meanwhile Duarte edged cautiously towards the radio station, leery of the gunfire going on inside.

    Mayhem erupts inside the radio station, bullets fly, and pieces of equipment crash over onto characters
Peering through a window, he saw a battle between the Black Marketeers and the Refugees over the Rebel de Trama. The Refugees had him by his collar, and several others entered the radio station only to be sent flying by gunfire or falling debris dislodged by the scuffle. When he judged the two (three? four?) factions inside had worn themselves down sufficiently, the professor entered. He was clipped by a bullet shortly afterwards from the gunfire blazing inside. Duarte pulled out his trusty revolver and squeezed off a few shots at the hoodlum holding onto Major de Trama.

Suddenly, the opening Duarte was watching for happened. The hoodlum went down, and the rebel rolling free, but bumping his head into a desk and stunning himself. The Professor of Science activated his experimental Bullet DeMagnetizing Aura and raced forward and snatched up the rebel. All guns were trained upon the goodly professor. Under the onslaught, the aura flickered, then failed, and Duarte felt several bullets strike him. Nothing was fatal, though, and he edged towards the door with the rebel in tow.

    Duarte seizes his chance! Springing forward, he grabs the hapless rebel and then turns to face the combined fury of three of the other factions
Far in the distance, several loud thumps could be heard, along with a steadily increasing shriek of incoming artillery. The damned Americans were firing to silence the radio station! All factions broke for the exits when the detonations began to strike the ground and shake the building. Bleeding but triumphant, Duarte was helped to safety by his colleague and student. Together, they escaped, and fled back to the university to examine their findings...

I had actually thought this was merely a one-off game, but Joel assures us it is part of a campaign. If that is the case, my faction is off to a solid lead with the Major Plot Point, and two Minor ones from this battle. Hopefully, more updates in the weeks ahead on Pulp Alley in the world of Junta...

For another (and more humorous account of the game, read Keith Finn's (3rd Brigade) Game Reports blog.

Monday, July 28, 2014

Dakota Smith and the Forbidden Temple

 

We played the sixth of the seven scenarios I have planned for the first run of Pulp games last night. The archeologists were on the trail of the legendary relic, The Tears of the Buddha -- reputed to have mystical powers. They followed the directions from the inscriptions they'd deciphered from the Lost City to a distant mountain range. "Beyond the valley of the strange ones, lay the Stupa Mountains" the words said. And when the explorers caught sight of them, they were amazed at how much the range did indeed look like stupas from a Buddhist temple complex.

They soon caught sight of the Forbidden Temple, which the texts say housed the Tears of the Buddha. It appeared to be carved from a solid, rocky crag rising from a hillock in the center of a shallow valley. The top part of it was skillfully sculpted to resemble a giant deity, holding a raised sword over its head. The valley was ringed by cliffs which obviously were prone to rockslides. Rubble lay heaped up all over the valley, leaving only a handful of precarious paths through the valley to the temple.

I hope you enjoy this new style of battle report. It has become popular on the Lead Adventure Forum, so I thought I'd try it out. You will probably need to click on the photos to make them as large as possible to read all of the captions.
 
 


Monday, June 2, 2014

Dakota Smith and the Valley that Time Forgot

    Clara tries to steady her hands enough to take advantage of the photo opportunity with the prehistoric beast in the Valley that Time Forgot
Sweat rolled off their bodies, and soaked their clothes. Used to temperate climates, the archeologists wondered how in the world could mountain valleys be so blasted hot? They’d followed the trail from the Lost City for three weeks, up mountain passes and down through deep, jungle-clad valleys. They kept their compass point always headed towards the looming mountain whose silhouette looked like a tea bell-shaped, Buddhist stupa. The inscriptions on the temple walls, and the frieze of carvings had been explicit. For a “Lost Valley,” it was amazingly easy to find your way towards. But this last, deep valley was bigger than all the others combined. Volcanic booms echoed off the steep mountain walls. They could smell the sulphuric gasses. Strange, brightly-colored animals shrieked away from the explorers hacking a path through the pitiless jungle. They could have filled their notebooks with sketches of new species — especially reptiles — twice over. They were not naturalists, though. They were archeologists, seeking the Forbidden Temple — legendary resting place of the Tears of the Buddha. If they could get their hands on that storied crystal vial, their name would echo forever among famous archeologists.
   Another, louder boom shook the earth around the archeologists. “Is that volcano gonna blow?” one asked.
   “I don’t think that was a volcano…” was the reply, and a hush fell over the archeologists…

    The long, steamy mountain valley that the archeologists had to cross. Ready for a pleasant walk in the woods? Heh, heh...
For our fifth chapter of our Pulp games following the adventures of Dakota Smith and other Western archeologists in the Orient, I went with a different format. Instead of positioning temples or other objectives around the table for them to explore, I started all four archeological teams at table edge. Their goal was to exit off the opposite end. The team that got the most of its characters off received the major plot point, others a minor one. Simple enough? Well, as always, the secret martial arts society, The Order of the Fire Coral, was there to frustrate that goal, hidden in the jungle ahead. What's more, I created two teams of 3 velociraptors each who would also be there to slow them down. And coming in behind them, midway through the game, would be two "terrors" -- a Tyrannosaurus Rex and a Ceratosaurus -- to chase them along towards the opposite side. I even cautioned the players ahead of time, saying that the games so far had been fairly competitive in nature. This one "might not" be that type...

    The players...would they cooperate against the hidden dangers that lay ahead? Mike wears the fedora to signify he controls the Initiative under the Pulp Alley rules
All four teams moved cautiously forward on the first turn. I had the raptors stay hidden, marking their positions with bushes. The players commented, "Are the bushes moving?" I said, why yes, they do seem to be moving as something passes through them. Scenes from Jurassic Park II: The Lost World -- the raptor ambush -- immediately came to their mind. Although they did not see the raptors, they all could see one giant herbivore, a Triceratops-type, calmly munching the foliage, watching them with its intent yellow eyes. The French leader, Pierre Fournereau, watched the foliage in a thicker patch of jungle ahead parting in a sinister fashion. Suddenly, he heard a great ape hooting wildly and there was a thrashing in the jungle. The great ape howled in pain and was silent.

    Pierre and Dr. Lambert wounded by the raking claws of a pair of velociraptors
Before Pierre could decide whether to back off, there was a horrifying reptilian screech and a man-sized lizard ran sped towards him on two hind legs. "Sacre bleu!" he shouted, "Velociraptor!" Pierre blazed away at it as the beast closed then felt a sharp pain as its claws raked his shoulder. He heard footsteps behind him and watched in amazement as Dr. Lambert charged to his aid, swinging his weighty briefcase as a bludgeon. There was another screech and a second raptor charged the aged doctor, who twisted and dodged to avoids its deadly claws. On the cliff above, Jacques Nero aimed at the beasts, but could not get a clear shot as they grappled and sliced at his countrymen.

The other archeologists heard the screams of the Frenchmen, and looked nervously at the jungle around them. Should they go help? And what was that movement off there in the dim jungle-shrouded light? Soon, all four parties of archeologists heard the nightmare screech and saw the reptilian menaces speeding towards them. Any thoughts of rivalry were forgotten as the westerners and their native guides fought for their life against the onslaught of raptors. I used the Pulp Alley "Savage Predator" for the raptors. One particularly nasty ability is "Savage" -- which allows a second melee immediately following the first, if the attacker chooses. The players were given a momentary breather when one used a "Parley" fortune card. I interpreted this as an earthquake rocking the valley, causing all to stumble about (no running, no fighting).

    "Smile for the camera...och! How can yee tell if the beastie's smiling?" Harris McLeod's niece and Dolly take time out to photograph a giant herbivore
Both Clara and Dolly took this opportunity to speed ahead and go for the bonus plot point -- photographing a dinosaur. The giant herbivore watched them blandly, then shuffled back deeper into the jungle. I ruled a character needed two Finesse successes to snap sufficient photographic evidence, and both ladies took two turns to complete the plot point. As they were finishing up, Harris McLeod barked, "Hurry up, lassies, we've to go noo...!" Looking back, they saw raptors running towards them, along with Dakota Smith and Harold. Both men were casting wide-eyed glances behind them.

    "Run, Harold, damn you!" Dakota Smith shouts as he blazes away at the raptor trying to cut him off. Behind the American, a Tyrannosaurs Rex pounds towards the archeologists. Soon, all Westerners were fleeing for their lives towards the edge of the board.
Packing up their cameras, the ladies noticed the pounding they heard was not the aftershocks of the earthquake, like they'd first thought. It was as if it were the heavy tread of something huge coming closer and closer. They screamed at the nightmare come to life and followed in the path of Harris and Major Speke-Eastman through the jungle. In front of the giant Tyrannosaurus Rex, Dakota Smith blazed away at the raptors trying to cut him off. "Run, damn you!" he shouted to the others. Soon, all the British and Americans were fleeing for the edge of the jungle. On the other side of a patch of thicker patch of jungle, the Irish dispatched the last raptor attacking them and also took to their heels. Pierre and Dr. Lambert, with the help of Jacques Nero, had finally disengaged from the raptors attacking them and were also fleeing for their lives.

    The other big terror, a Ceratosaurus, helps chase the teams towards the board edge as raptors continue to bedevil the players

    "We've got you, now, foreign devils...!" Opay and Tatko leap out and attack the major and Harris.

    "This way, if you want to live!" Dakota Smith shouts, as Harris follows. The Scotsman urges the ladies to stop gawking at dinosaurs, while Harold guards the rear against any raptors on their trail.

As the screams of the westerners echoed through the jungle, four sinister-garbed agents stepped from the shadows. "At last," Opay hissed. "We have the foreign devils at our mercy..." Joel had done a great job of letting the archeologists be worn down by the raptors, while avoiding the beasts themselves by staying hidden. Now, as they were strung out fleeing down jungle paths, the Order of the Fire Coral launched its ambush. Opay and Tatko leapt out and attacked Harris McLeod and Major Speke-Eastman, while Jazh Minh and Neen Wha blocked the path of the Irish fortune hunters.

    "Now, aren't you a persistent wee hussy," Lady Shannon growls as she battles Jaz Minh
Even with the game being extended by one turn (Reward Card for photographing a dinosaur), Joel had chosen his position and time too well. His attacks ensured none of the westerners would get off the board before the end of the seventh turn. His victory conditions were one minor plot point for each teams that got none off the board, so he was the big winner of the scenario with four. Allen's (Americans) reward card had an extra experience point so he scored two, and Keith (British) one. After being the big winners in the last two games big winner, Mike (Irish) and Tom (French) ended up with none.

    After chasing off the human interlopers, the prehistoric beasts resume their dominance games for control of the Valley that Time Forgot...!
The game was a blast, though Joel will probably claim that was due to the supply of Scotch Ale I laid in for the night's game. The players did a good job of cooperating, no shots were fired at each other. Even so, they ended up "losing" to the combined force of raptors and Order of Fire Coral. If I were going to replay the scenario, I would probably put a couple fewer raptors on the board and bring in the terrors in earlier. No one actually was attacked by the T-Rex or Ceratosaurus -- not that it would have been a pretty sight if they had been...! I had planned bring them in earlier, but the raptors were doing such a good job against the westerners that I delayed their entry. All in all, I think the players enjoyed it, and certainly felt their blood race as they tried to escape. Next, it is on to the Forbidden Temple...!

Tuesday, May 27, 2014

Dakota Smith's Oriental Adventures, Part 4: The Lost City

    The board for the "Dakota Smith and the Lost City," containing all of the scratch-built temples I'd made over the last six months, along with an Acheson Creations one
I ran this scenario -- the 4th in a series -- for my Sunday night gaming group about a month ago, and am just now getting around to writing up a battle report. It was crunch time at the end of the school year, so I apologize if the details are hazy. In previous chapters, Dakota Smith and his rival teams of archeologists were hot on the trail of the Portuguese monk, Brother Virigi, who knew the location of the Lost City in the jungles of French Indochina. Rescuing the monk from the cookpot of cannibals, the French archeological team followed his lead to a splendid ruined city, built in the Middle Ages by the Khmer Empire and since lost to time. The other archeologists tracked the French party, and soon came upon the site themselves.

    Dr. Lambert, from the French archeological party, investigates a crumbled statue in the Lost City
Others were on the monk's trail, too, and soon emerged on the scene. The sinister Order of the Fire Coral, a secret martial arts society, sprang into action and did their best to hinder the archeologist's search of the ruins. Despite their persistence, the archeologists soon realized that inscriptions in the temples of the Lost City gave exciting information. They described the location of the mythical relic, The Tears of the Buddha. Legends say this crystal vial containing actual tears from the Buddha has magical powers. All who consume even a drop of the liquid lose all aggressive and violent thoughts, and succumb to the persuasion of peace. Upon reading an inscription below a frieze of carvings, Dakota Smith growled, "That's why Von Jaeger is here! Those damned Nazis want to find a way to make a weapons out of the Tears!"

This was also doubtless the secret the agents of the Fire Coral were trying to protect. Although the three martial artists fought long and valiantly against the Europeans, each of the archeological teams were able to decipher enough clues to point them in the direction of the Forbidden Temple, which is rumored to contain the vial. As the agents slunk away into the jungle, their leader admonished them not to give up. They would track the foreign devils through the very Lost Valley, if necessary...


    Allen, controlling Dakota Smith's team, wears the fedora which signifies he controls the initiative in the "Pulp Alley" rules we use for our 28mm Pulp games. Mike S, controlling Lady Shannon's Irish fortune hunters, laughs as Allen designates who will move next.

Monday, February 17, 2014

Dakota Smith's Oriental Adventures, Chapter 3: Coming to a Boil

    An overview of the most elaborate table I've ever set up: the river encircles an island in the center of the table. White steam marks where the cannibal cookpot has Brother Virigi on "simmer". The cliffs and pathways represent the various entry points for the five archeological factions.
The drum beats and howling from the pygmy cannibal village unnerved the archeologists as they crept towards it. Through the trees, they could see the glow of flames. Would they be too late? Would the Portuguese monk, Brother Virigi, already be the village dinner by the time they arrived? Caution and haste were called for at both times.

    The players study their initial fortune cards and try to map out a strategy to be the first to rescue Brother Virigi
On the river, Harris McLeod poled his hastily-built raft to shore, motioning his companions to follow him. The monk knew the location to the hidden city, and God alone knew the riches he could find there for the British Museum! Not far away, Pierre Fournereau hissed instructions to his men, "Zee monk must be rescued at all costs! Only with him, will we find zee ruins we seek..." Far above them, Von Jaeger and his Germans surveyed the scene from a rocky cliff. Giant stone idols loomed out of the jungle -- doubtless showered with riches by the savages of the jungle. Hurrying down the path leading to the cannibal village, a step ahead of the Germans, Dakota Smith and his friends also were eyeing the same giant stone heads, and the riches that may lay hidden near them. Another group of fortune hunters, Lady Shannon's Irish, looked down from a rocky hill at the two paths ahead of them. Should they cross the perilous looking rope bridge -- the quickest way to the village -- or detour to the temple below them and search it? Meanwhile, hidden in the jungle, three agents of the Order of the Fire Coral watched the approach of the westerners -- vowing the foreign devils would not succeed.

The leader of the secret martial arts society, Opay, saw the Irish head towards the temple and acted first. He found a way into the temple and discovered the skeleton on the floor. The satchel of the long-dead foreigner carried maps, he saw, maps that must not fall into the hands of the foreign devils! Before he could escape the temple, though, the rugged Irish mercenary Ryan O'Shea burst through the door and the two struggled over the satchel. Eventually, Opay disengaged and dove out through the window. There, he had to dodge a fusilade of shots fired by Ryan's companions. Unscathed, he scampered off into the jungle. Here was one clue to the Forbidden City's location that the Westerners would never find!

    Both the German and American archeologist leagues close in on one of the stone idols. Dakota Smith's band would spend the game frustrating their rival Germans, snatching treasure after treasure from under their nose.
On the other side of the village, Dakota Smith and his pal Harold found their way to one of the giant stone idols. Together, they pried out the immense ruby eyes, and disappeared into the brush as the sound of German voices drew near. Von Jaeger, cursing that Fraulein Blucher had fallen and knocked herself out climbing down from the cliff, let off a stream of Teutonic obscenities as he saw his rival Dakota disappear into the jungle. The empty eye sockets of the idol seemed to be mocking him. He and Otto hurried out onto the path, where they saw Dakota Smith and Dolly Flanders clambering up a cliff path towards another one of the savage's stone idols. Chuckling evilly, he and Otto Tulmann fired bursts of automatic fire above the Americans, which set loose a rockslide. Dakota reached for Dolly's hand as she slipped, but missed and watched her fall, knocked senseless onto the rocks below. "Zat is for Frau Blucher, mein American..."he growled. Dakota leapt up and blazed away at the Germans with his six-shooter, who ducked, then fired back. Harold Fortwine, who had made it to the bridge leading to the village, hearing the firefight, turned and pulled out his revolver and joined in, as well.

    Dakota blazes away at Von Jaeger and Otto Tulmann below, while Dolly takes a tumble from the rocky cliff path
Harris McLeod and Maj. Speke-Eastman had looted an idol of their own when they were surprised by the Fire Coral agent Jaz Minh leaping onto the path next to them. Inexplicably, all were too stunned to attack each other. Instead, the speedy martial artist raced up the path towards the cannibal village. Dumbfounded, the two Brits looked at each other, "Bloody Hell...?" Harris cocked his head, and asked, "Say, my good major, have you seen Clara?"

    A "Parley" fortune card made for this comic moment as Jaz Minh leaps out from the underbrush at Harris McLeod and Maj. Speke-Eastman, only to have all concerned stare at each other until she darted off.
The major looked back on the path and shook his head. "She was behind us just a moment ago..." In the woods a ways off, Harris' niece lay unconscious. They pygmies looming above her noticed the two Brits, and turned to stalk them next.

    Tex becomes my rope bridge's first (and probably not last) victim as his cowboy boots break through the rotted slats and send him hurtling towards the river below
Meanwhile, Lady Shannon's American mercenary, Tex, swallowed and tread softly out onto the rope bridge. His cowboy boots seemed to sink into the soft, almost rotted wood until there was a crash. He caught himself, though, and slowly dragged himself onto the next wooden slat. Beneath him, the waters of the jungle river writhed with evil dark shapes. Tex watched them for a few seconds, then pulled himself up and raced for the end of the bridge. There was another crash, and the American screamed as he fell towards the river below.

    Cue climactic orchestra music: With a display of athletic prowess, French leader Pierre Fournereau kicks aside pygmies and rescues Brother Virigi from the cookpot

There was a chorus of shouts and the drumming ceased when Pierre and his Frenchmen came charging across a bamboo bridge into town. Pygmies ran towards them, but Pierre kicked them aside. Dr. Lambert swatted another with his stout leather briefcase, while Jacques Nero blazed away with his shotgun, scattering the crowd of cannibals. Pierre hurled himself across the village and up the wooden plank that led to the boiling and hissing cookpot. He picked up the two pygmies who were poking the flames with their spears and hurled them to the ground. With a display of superhuman strength, the athletic French archeologist snapped the leather bonds holding Brother Virigi and lifted him bodily out of the cookpot. The monk was flushed red and looked slightly scalded, but seemed not unduly hurt. Pierre half-dragged, and half-carried him back down the plank towards his companions.

    Jaz Minh bravely hurls herself on the three Frenchmen to keep Virigi (and his knowledge of the Forbidden City) out of the hands of the foreign devils
There was a shout and the martial artist Jaz Minh raced towards Pierre and began kicking and punching the Frenchman, who fended off her blows. There was an even louder shriek of fury, and the pygmies of the village converged on the intruders. Jaz Minh gasped as a pygmy spear laid open her leg. The Frenchmen knocked away pygmies from all sides, gathered up the monk and moved towards the bridge. Pierre handed the monk off to the doctor, and stood as a valiant rearguard, battering aside any pygmies that tried to follow.

    Another agent of the Order of the Fire Coral, Tatko, bravely holds off the Irish leader and sidekick for several turns -- keeping them out of the action
Not far away, the martial artist Tatko and the Irish fortune hunters Lady Shannon and Ryan were engaged in a fierce brawl themselves. Tatko showed blazing speed in avoiding the attacks of the two Irish. The furious clamor from the village prompted them to break off their melee, and sneak towards the path to investigate. When they saw Dr. Lambert hurrying the monk down the path, they knew the French had been successful. Tatko stepped out onto the path for a clear throw, and zipped two shuriken at the archeologist. Dr. Lambert calmly ducked, then opened his briefcase, pulled out a revolver, and blazed away, wounding Tatko. Lady Shannon and Ryan appeared and both raised their weapons. "The monk comes with us!" they shouted. Lambert trained his revolver on them and fired. The Irish clucked in disbelief, "Och, bad decision, laddie..." They aimed at the doctor and squeezed their triggers..."Click! Click!" Out of ammunition -- both of them! The two let out a stream of curses in Gaelic as the Frenchman scooted past them, laughing.

        Clutching the monk's arm, Dr. Lambert runs the gauntlet of Tatko, Lady Shannon, and Ryan -- aided by not one but two "Out of Ammo" fortune cards
Meanwhile, far away in the jungle, Dakota Smith was definitely not laughing as he fled from the angry orangutan, whose frustrated howls rivaled those of the pygmies. Although he had not rescued the monk, he was somewhat relieved to see the French had done so. Now, all he would have to do would be to follow the French to the hidden city! He'd calmly finished looting the last of the pygmy idols and had been sneaking off into the jungle when he'd surprised the massive ape. His shots back at it did not seem to deter it from its chase, though. Eventually, he blundered onto the path, where he met Harold Fortwine, carrying Dolly Flanders. "What's that sticking out of your tail end, Harold?" Dakota asked.

    A comic end to the tale was a great ape chasing a wounded Dakota Smith out of the jungle
The burly academic grunted, "Cursed pygmy arrow!" Behind them, they heard more howls, though they could not tell if it was pygmies or apes. The two giggled and fled off into the jungle, not sticking around to find out.

Our third game of Pulp Alley was a blast. I had six players -- five archeological leagues, and one martial arts society whose job is to frustrate the objective of the others. Each team except for the martial arts society had a Leader, Sidekick, and Ally. Humorously, four of the five allies ended up being knocked down and out -- and all by the play of Fortune Cards. Both Frau Blucher and Dolly Flanders took tumbles on perilous cliff paths, while Tex was the first character to try to cross my rope bridge (and failed). British Clara was ambushed by pygmies in the woods early on. The only Ally to survive was the French Jacques Nero.

The French won the scenario, with the heroic charge led by their leader, Pierre Fournereau. They were really the only faction who made a concerted effort to go for the major plot point -- Brother Virigi stewing in the cookpot. All of the others were distracted by the minor plot points of idols and temples. The Germans in particular, spent the game chasing after Dakota Smith and his band after they snatched a plot point from under their noses. The Irish were also frustrated, but by the Order of the Fire Coral. First, Opay stole the plot point out of the temple just ahead of them. Then Tatko was a one-man wrecking and dodging crew, holding off the Irish leader and sidekick single-handedly. The Order of the Fire Coral has three sidekicks instead of the Leader/Sidekick/Ally combination. They played masterfully this time. They did not win, as the French had the major plot point, but they prevented the Irish from being a factor. The British succeeded in looting one idol, and seemed content with that. Dakota Smith surprisingly ignored the quick pathway to the village and left it to the French to rescue Brother Virigi, while he went off idol hunting. The Americans snagged two plot points, and escaped off board.

The players all seemed to have a good time...well, except for the Germans! We are getting better at creating the storyline of what happens in each perilous area, and making up what form each challenge takes. In the extremely perilous river island -- the cannibal village -- the perils were simply pygmies rushing at the players. Easier challenges represented lone pygmies, while difficult ones were swarms of them. The systems forces us to tell the story as we go along, and it often turns out to be a fairly hilarious one, too! Seven friends sitting around the table can be pretty ruthless when it comes to thinking of embarrassing things that happened to your characters when they fail challenges...!

The next chapter will find the archeologists finally exploring the hidden city that Brother Virigi had spotted so long ago. Stay tuned to this channel for more thrilling Oriental Adventures with Dakota Smith...!

Sunday, December 22, 2013

Cannibal Cookpot

    An iconic scene in Pulp adventure -- an unfortunate explorer ends up in a cannibal cookpot!
The story arc for my 28mm Pulp games has the Portuguese monk, Brother Virigi, being captured by pygmy cannibals (of the South Seas, no less!). An iconic cartoon image of cannibals is a big metal cookpot with a hapless explorer plopped down inside of it. So, I just h-a-d to build one for the game where the players' archeologists race to rescue Brother Virigi. After all, he's the only one who knows the way to the lost city. I agonized over how to do this and how elaborate to make it.

I knew I was doomed to an elaborate construction when my friend Mike S mentioned "LED votive candles" to me one Sunday evening after gaming. "The make votive candles with LED lights?" I asked. Then immediately went into "Hmmm..." mode. I stopped by Hobby Lobby the very next day on the way home from work. Wouldn't you know it? They had all their LED candles on 50% off! Naturally, I picked up a pack of two. They were a bit taller than I'd hoped. My original thought was to make a little mound to slip over the candle and have the cookpot suspended over the LED flame. At 1 1/2 inches tall, the mound would have to be bigger, which meant more elaborate construction around it.

    This terrain piece was made from 3 layers of blue foam with a hollow cylinder in the center for the LED votive candle
I apologize for not taking "work in progress" pictures. It is a fairly straight-forward construction. I cut three layers of blue foam out so they would stack on top of each other in a rough, rounded, pyramid mound. I then traced the edge of the candle out in the center of each piece of blue foam. I cut out this central circle and stacked the three pieces up, gluing them together so they would fit over the candle. I sized it so the flame part of the LED barely protrudes above the surface of the mound. A piece of black styrene was the base, which also needed the candle hole cut out of it.

Next, I took some dowel rod and roughed it up with an X-acto knife so it looks like a tree trunk, carving it to a point. I drilled a hole right before where it narrows to a point and inserted a piece of craft wood to be the crossbars the cookpot hangs from. Then, I plunged the dowel rod poles through the three layers of blue foam so they'd have a firm grip and stand upright. I added Tacky glue around the base for additional grip. Next, I trimmed up the three layers of blue foam to give it a less stacked and more rounded appearance. Blue foam doesn't really trim well with an X-acto knife, so this was fairly messy.

The next step was working on the surface of the mound. I glued on larger stones here and there along the surface of the foam. Afterwards, I painted all but the stones the earth brown I use for my bases. When dry, I painted the brown areas again with white glue and poured Woodland Scenics "Gray Blend" coarse ballast over it to make it a rocky mound. Once dry, I painted the surface with my black ink wash to give the stones further depth.

    Ladder and platform made from bamboo skewers and craft sticks
Because of the height of the votive candles, I decided my pygmy cannibals would need a ladder and platform to stand on while cooking their "dinner." I made these out of craft sticks or bamboo skewers, and Tacky glued them into place. I also dug through my figure drawers and found two plastic figures I wouldn't be needing. I cut off their heads, hollowed out a wedge shape underneath and mounted them atop the poles with Tacky glue. Now, it was time to do some painting. All wooden parts were painted Dark Brown first, then dry brushed a medium brown and then Khaki. The heads received a light gray base coat, then a dry brush of the palest flesh tone I own. I very sparingly added some less ghoulish flesh tone here and there on the bald head to break up the monotony. Everything painted then received a black ink wash. I did go back and add a highlight to the larger stones that were protruding from the mound -- the ink wash had really darkened them up.

    The cookpot itself is a doll house tin pail from Hobby Lobby, as is the votive LED candle
The cookpot itself is a doll house tin pail from Hobby Lobby. I painted it black with two coats, then dry brushed it copper. I don't know why, but I always imagine primitives having copper utensils and metals. More earthy looking, I guess! Anyway, the pail already had two little rings which I'd pre-measured to loop over the craft wood crossbars. I hung the pail on the crossbars and then added more ink wash to "fix" it into place so it didn't swing back and forth. The final step was to flock the styrene base, as well as adding patches of grass on the mound. I used my normal, multi-step method of coarse ballast and sand for the earth texture.

 

    Now imagine that yellow light flickering, reflecting off the cotton whisps, and you get a better idea of the effect...!
Now, it was time to go back to what started this whole elaborate construction -- the votive candle. I shredded cotton ball material and glued it around the top of the candle so that only the fake flame protruded. The cotton ball would reflect the light of the flickering LED and look like smoke from the firepit. I did not glue cotton to the inside of the pail. I figured I would just manually place it in there to cover the base of whatever unfortunate figure has been chosen for that evening's dinner.

All in all, I am happy with how it came out. It'll be a great counterpoint to Skull Cave once I run the scenario. Plus, cannibals are a staple of Pulp adventures, so I'm sure I'll be able touse it time and time again. Hope you like it!